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4-man any heroes co-op speedrun. While the hacking part is locked, payload part has only the time floor, but no time ceiling - payload doesn't move until you clear the area around it. OR14 part is speedrunnable, getting between consoles to hack is speedrunnable and gathering around payload is speedrunnable.
- the Strike Force missions. They aren't included in the speedrun, since they're optional, plus "Second Chance" can be skipped fully even if you want the "good" ending. SFs are speedrunnable (except for FOB Spectre and I.E.D, but you still can fail on them so they're included) and somewhat resemble SpecOps missions from MW2/3. All 6 SF missions (including Second Chance) are available after the campaign, so playing them all in a row isn't a problem. If such category would be good, here's the rules: 1)Recruit difficulty, just like the campaign. 2)All 6 Strike Force missions (Training, FOB Spectre, Second Chance, I.E.D, Shipwreck and Dispatch) have to be completed, but the order is up to the runner. 3)Time starts after the runner loads the first mission they want to play, right after "mission briefing" screen and ends after the last kill made.
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